Here is where I am at, and it took forever due to my ocd with the page layout, which is still a work in progress.
Spells for Characters
Starting at 127d0, there is the following.
1 for Fight
14 Regular Spells
8 Chance Spells
8 Battle Item Spells
1278d : 4a - 1/8 Defense
: ea - 1/4 Defense
: 0a - 1/2 Defense
This is the Divisor for Increase and Decrease. But it also works with Healing and Damage Spells.
Power Level 00, for any Spell will use the Divisor.
Power Level 01, for any Spell will be 1/4 Defense.
Power Level 02-ff will be the Raw Power of the Spell.
Any Spell targeted on Characters, will act as a Healing Spell, except Increase.
Heal, Healmore, and Healall, work as Direct Damage Spells, when targeting Enemies.
Resistance is the same as Damage Spells.
Healing and Damage Spells, with a Power Level of 00 or 01, Restores or Reduces target HP, based on their Defense.
Chance cannot be changed. It functions with 8 specific Spells.
You can change each of the 8 Spells, but they cannot be used individually.
Each of the 8 usable Items in Battle, more or less cannot be changed, because they draw specific Text, which is a byte value, and is from a compressed string of 256 Text.
In this Text string, there are 32 that produce the Spell Casting Effect, 1 for Character Attack, 1 for dodging, 3 for a Character getting attacked, and 4 with the eliminating of all Enemies on screen.
There are 3 Text slots per Spell, but a limited amount of options of what can be changed.
Enemies have there own Spell set, which means the Power Level of Firebal for a Character, did not change the damage from a Magician in Hamlin Region.
Thats the meat and potatoes for all the Spell use for Characters. Once I can assemble this part of the documents
, then I can move on to Enemy Spells and Skills, and all the parameters for that as well.
Thank you to gameboy9 for all the help in finding further data, I didnt get to yet